/Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/Rigs/FKControlRig.h
Setup the initial transform / ref pose of the bones based upon skeletal mesh component (ref skeleton) This uses the RefSkeleton pose instead of the current refpose (or vice versae is bUseAnimInstance == true)
virtual void SetBoneInitialTransformsFromSkeletalMeshComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelMeshComp, bool bUseAnimInstance )